Good catch, Bitplane.
The texture was repeating, clamping worked great!
I am using EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR, so setting material.MaterialTypeParam to something less than 1/255 was not going to help.
This is great, thanks!
Yuri
Search found 34 matches
- Sat Jul 14, 2007 5:39 pm
- Forum: Beginners Help
- Topic: Trilinear Interpolation leaves artifacts, but is necessary
- Replies: 2
- Views: 405
- Sat Jul 14, 2007 4:33 pm
- Forum: Beginners Help
- Topic: Trilinear Interpolation leaves artifacts, but is necessary
- Replies: 2
- Views: 405
Trilinear Interpolation leaves artifacts, but is necessary
Please have a look at this screenshot: http://vanzine.org/download/trilinear_interpolation.jpg I have to have trilinear interpolation for the noise not to be pixelated. when I set TrilinearFilter to true, I get artifacts (curves surrounding the fire volume) , if I set it to false, I get pixelation. ...
- Mon Jun 25, 2007 2:24 am
- Forum: Bug reports
- Topic: Texture Filtering: GL_NEAREST
- Replies: 10
- Views: 1156
1.2 -> 1.31
I upgraded from 1.2 to 1.31
- Sat Jun 23, 2007 7:57 pm
- Forum: Bug reports
- Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
- Replies: 5
- Views: 1156
Issue is solved!
I have been meaning to upgrade for awhile and today got around to upgrading to 1.31. This issue has gone away! Thank you, team!
- Sat Jun 23, 2007 7:56 pm
- Forum: Bug reports
- Topic: Texture Filtering: GL_NEAREST
- Replies: 10
- Views: 1156
Problem went away with version 1.31
I have been meaning to upgrade for awhile and today got around to it. This issue has gone away! Thank you, team!
- Thu Jun 21, 2007 4:43 pm
- Forum: Bug reports
- Topic: Texture Filtering: GL_NEAREST
- Replies: 10
- Views: 1156
- Wed Jun 20, 2007 5:21 pm
- Forum: Bug reports
- Topic: Texture Filtering: GL_NEAREST
- Replies: 10
- Views: 1156
GL_TEXTURE_MIN_FILTER=GL_NEAREST_MIPMAP_NEAREST
I ran gDEBugger and discovered the following texture filtering settings on my noise lookup textures: GL_TEXTURE_MIN_FILTER=GL_NEAREST_MIPMAP_NEAREST GL_TEXTURE_MAG_FILTER=GL_NEAREST While it should be: GL_TEXTURE_MIN_FILTER=GL_NEAREST GL_TEXTURE_MAG_FILTER=GL_NEAREST My code simply calls the Irrlich...
- Wed Jun 20, 2007 1:57 pm
- Forum: Bug reports
- Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
- Replies: 5
- Views: 1156
Variables are USED in shader code, but still getting errors
Provided shader code for inspection, please take a look.
- Wed Jun 20, 2007 12:43 am
- Forum: Bug reports
- Topic: Texture Filtering: GL_NEAREST
- Replies: 10
- Views: 1156
GL_NEAREST still not being set?
I have looked at the code in the opengl driver source and can say that GL_NEAREST are being set for my material with 3 textures if I disable bilinear and trilinear texture filtering and set the mipmap creation to false. But why does my texture still look exactly as if GL_NEAREST was never set? I wil...
- Tue Jun 19, 2007 11:26 pm
- Forum: Bug reports
- Topic: Texture Filtering: GL_NEAREST
- Replies: 10
- Views: 1156
GL_NEAREST_MIPMAP_NEAREST is causing this
I tested it in RenderMonkey and it is in fact GL_NEAREST_MIPMAP_NEARESTon one of the dependable texture reads that is causing this. I don't however know how to disable mipmaps. What I tried below did not have any effect. driver->setTextureCreationFlag(E_TEXTURE_CREATION_FLAG::ETCF_CREATE_MIP_MAPS,fa...
- Tue Jun 19, 2007 6:26 pm
- Forum: Bug reports
- Topic: Texture Filtering: GL_NEAREST
- Replies: 10
- Views: 1156
Texture Filtering: GL_NEAREST
Hi, According to the irrlicht source, both Material.BilinearFilter and Material.TrilinearFilter must be set to FALSE, for the textures to be rendered with GL_NEAREST to be set for texture filtering. Unfortunately that did not work for me. Here is the image from RenderMonkey where I render Noise on a...
- Sun Jun 17, 2007 11:45 am
- Forum: Bug reports
- Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
- Replies: 5
- Views: 1156
Variables are not only initialized but used in an assignment
Here is my code including OnSetConstants, Vertex and Pixel Shader file: virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData) { video::IVideoDriver* driver = services->getVideoDriver(); // set inverted world matrix // if we are using highlevel shaders (the user can se...
- Tue Jun 12, 2007 12:17 pm
- Forum: Bug reports
- Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
- Replies: 5
- Views: 1156
Pass Variable to Shader in HLSL (like fTime from Docs)
I would like to pass a few variable to the vertex and pixel shaders within Irrlicht. When I use GLSL shaders, I can pass variables just fine. When I use HLSL shaders the simplest example from docs fails to compile. Can someone shed some light on what is going on? See me trying to pass fTime to the ...
- Sat Jun 09, 2007 6:49 pm
- Forum: Beginners Help
- Topic: Pass Variable to Shader in HLSL (like fTime from Docs)
- Replies: 3
- Views: 526
Pass Variable to Shader in HLSL (like fTime from Docs)
I would like to pass a few variable to the vertex and pixel shaders within Irrlicht. When I use GLSL shaders, I can pass variables just fine. When I use HLSL shaders the simplest example from docs fails to compile. Can someone shed some light on what is going on? See me trying to pass fTime to the s...
- Tue Mar 20, 2007 12:36 pm
- Forum: Beginners Help
- Topic: Pass texture3d to shader
- Replies: 2
- Views: 537
3d texture to shader
Ok. I think I can use the two texture coordinates and save xy in the first and z in the second in the vertex information and it gets correctly passed to the shader.
I was not able to find a way to pass a 3d texture (not a 2d texture) to the shader in irrlicht. Please help.
Thank you!
I was not able to find a way to pass a 3d texture (not a 2d texture) to the shader in irrlicht. Please help.
Thank you!